
HitsoundsTF adds customizable audio feedback during combat with dynamic hit and kill sounds.

- Hitsounds can scale in pitch according to how much damage an attack deals. No more hard-to-read, screen-cluttering damage indicators!
- Players can freely customize their hitsound and killsound settings with in-game commands (if you give them permission to).
- Custom resource pack sound support!
- Players' settings can be saved with local SQLite storage or MySQL database storage.
- CrackShot support! Damage dealt with all weapons will play hitsounds to the attacker.

## GENERAL CONFIG ##
# Should the plugin check for a newer version on enable?
# Players with the proper permissions will be notified on join.
notify-update: true
# Should MySQL be used to store player preferences?
# If set to false, preferences will be stored using SQLite in HitsoundsTF\database.db
# IMPORTANT: This MUST be enabled to connect to your configured MySQL database!
# NOTE: Data needs to be manually migrated if switching over
# NOTE: Requires restart
use-mysql: false
# Change these settings to connect to your MySQL database.
# These settings are ignored if use-mysql is false.
# NOTE: Requires restart
mysql-host: host
mysql-port: 3306
mysql-username: username
mysql-password: password
mysql-database: database
## HITSOUNDS CONFIG ##
# What amount of damage should be considered to be the absolute
# minimum (or close to minimum) amount of damage that can be dealt in an attack?
# (2.0 points of damage = one heart)
# This value is used to calculate hitsound pitch.
# This should generally be much lower than high-damage. Adjust it to fit the gamemode.
# NOTE: Requires restart
low-damage: 1.0
# What amount of damage should be considered to be the absolute
# maximum (or close to maximum) amount of damage that can be dealt in an attack?
# (2.0 points of damage = one heart)
# This value is used to calculate hitsound pitch.
# This should generally be much greater than low-damage. Adjust it to fit the gamemode.
# NOTE: Requires restart
high-damage: 20.0
# Should attacks that deal less than low-damage be ignored?
# This means that attacks that deal damage that is too low will not produce a hitsound.
# NOTE: Requires restart
ignore-low-damage: false
# Should attacks that deal NO damage be ignored?
# Can work in conjunction with ignore-low-damage.
# NOTE: Requires restart
ignore-zero-damage: true
# Should melee attacks that deal "overriding" damage during the victim's invincibility period
# still play a hitsound? This means that damage that doesn't cause the target to begin briefly
# flash red will be acknowledged by the plugin.
# NOTE: Requires restart
disable-melee-buffer: false
## Player preference defaults ##
default-enable-hitsounds: true
default-hitsound: BLOCK_NOTE_BLOCK_PLING
default-hitsound-volume: 1.0
default-hitsound-low-damage-pitch: 1.0
default-hitsound-high-damage-pitch: 0.5
default-enable-killsounds: true
default-killsound: ENTITY_BLAZE_HURT
default-killsound-volume: 1.0
default-killsound-low-damage-pitch: 1.0
default-killsound-high-damage-pitch: 0.5
## CRACKSHOT CONFIG ##
# Should integration for Crackshot weapons be provided?
# NOTE: This will disable hitsounds and killsounds for all vanilla projectile attacks.
# NOTE: Requires restart
enable-crackshot: false

For full documentation of HitsoundTF's commands and permissions, visit the plugin wiki page.

This plugin is one of my first! If you encounter any bugs or issues, please reply to the resource discussion thread, or open a ticket on GitHub.
If you found my plugin useful, please leave a review! :) If you have questions or feature suggestions, you can contact me on Discord at Xii#4821.
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